An Advanced Past Lives System
Version 2.1 (August 7, 1995)
by Liam Routt
This revised method for generating Nephilim past
lives is intended to add more detail to characters'
backgrounds, and in that way foster the creation of more fully
rounded characters. This method is more complex than the system provided
in the rules, in that more effort and die rolls are required for each
past life. For that reason it will not suit all styles of play.
Procedure Overview
- Pay 2 Ka for incarnation
- Select Simulacrum
- Generate characteristics
STR, CON, DEX, CHA: 3D6
INT: 2D6+6
Solar-Ka: 3D6
- Generate starting age
2D8 x 5 + (1D10 - 5) years
- Determine starting skills
distribute (Age x 5 + INT x 10) points
- Acquire skills
automatically gain Life Experience and a Spoken language
roll under each other skill to acquire
- Determine Ka gain
gain 2D4 Ka
- Calculate span of incarnation
(Ka Gain x 10 + 1D10 - 5) years
- Spend experience
distribute (Span of incarnation x 5) points
- Determine cause of death and Ka loss
Ka loss: 1D6, 1D8, 1D10 or 2D6
- Optionally attempt to reincarnate in same period
cost 1 Ka; roll Ka x 3%
Detailed Procedure
Pay 2 Ka for incarnation
Each incarnation costs 2 Ka, no matter what.
Select Simulacrum
Tables are provided for each past life. A Simulacrum
can be selected or rolled randomly, as desired. Other
Simulacrum are permitted, pending Gamemaster
approval. Similarly, historical figures are
possible, with Gamemaster approval.
Generate characteristics
The Simulacrum characteristics must be generated.
STR, CON, DEX, and CHA are all rolled on 3D6,
INT is rolled on 2D6+6. Solar-Ka may be similarly
determined, rolling 3D6. Note that influencial Simulacra might have a
higher Solar-Ka, perhaps generated as 2D6+6, or even set by the
Gamemaster or player. Other methods of determining characteristics are
also possible (rolling different numbers of dice and adding different
values), and can be used with Gamemaster approval.
Generate starting age
The Simulacrum's starting age is rolled on 2D8 x 5 + (1D10 - 5). This is
the age at which the Simulacrum encounters the Nephilim. An inappropriate
age might be changed by agreement of the Gamemaster and player. In
certain situations the age may simply be selected (particularly when
dealing with historical figures). Also consider and settle upon the date
of the start of the incarnation, if it is significant (Which of
the Crusades did the Nephilim live through ?).
Determine starting skills
Assign the skills possessed by the Simulacrum before the arrival of the
Nephilim. Skills can be selected from the lists provided, or from a list
agreed upon by the Gamemaster. In general, however, no Occult skills
should be obtained. Distribute points equal to: Age x 5 + INT x 10. Each
point purchases a single percentage in a single skill. Restraint should
be used in assigning skills, and no skill should be permitted above 80%
without Gamemaster approval.
Note that a bonus of Age is added to the relevant Life Experience and a
Spoken language skill (player's choice, if more than one is available).
Acquire skills
The Nephilim may not retain all of the Simulacrum's knowledge when it
next incarnates. The Nephilim can only gain experience in the skills that
it obtains from its Simulacra, and those that it set about to learn for
itself.
The Nephilim automatically gains the relevant Life Experience skill, and
the primary Spoken language skill. A roll must be made for each of
the other skills possessed by the Simulacrum. An acquisition attempt is
successful if the player can roll under the skill in question. Note which
skills are acquired. If the Nephilim already possesses a skill, only
the higher value is retained, the lower value is lost.
Determine Ka gain
As long as it possesses at least one occult technique (or develops on
during the incarnation), the Nephilim gains 2D4 Ka each life, as the
result of ongoing training and research. Consider this as an aggregate
value, the result of both gains and losses during the course of the
incarnation.
Calculate the span of the incarnation
The length of the incarnation, from the time of Nephilim arrival, is:
Ka Gain x 10 + (1D10 - 5) years. This reflects a link between the length
of the incarnation and the amount of Ka gained. Some Gamemasters may not
want to stress that link quite so obviously, and may wish to substitute a
roll of 1D8, or 2D4, or even 2D6, for the Ka Gain in the formula.
Spend experience
While the Nephilim is with the Simulacrum, it is the Nephilim that gains
experience. The only skills witch may be raised, there fore, are those
the Nephilim has previously obtained, or those it sets about to learn on
its own. The Nephilim may also choose to spend some of its experience on
obtaining occult techniques and inscribing spells it has learnt.
The Nephilim gains a number of experience points equal to the length of the
incarnation x 5.
The experience points can be spent in a number
of different ways:
- 20 points - increase Ka by 1 and Khaiba by 1%
- 10 points & 1 Ka - inscribe a spell
- 10 points - start a new skill for a the Nephilim,
start with 0%
- 1 point - increase 1% in any skill, including occult
skills. No more points than the span of the incarnation may
be added to any individual skill (the skills related to the various
circles of an occult technique are all counted together as a single skill
for the purposes of determining how many points may be added)
Consider what the Nephilim achieved during the incarnation, and where it
gained its experience. In particular, Nephilim who have learnt more than
10% in an occult technique, or inscribed any spells, should identify any
teachers or fellow Nephilim researchers they may have worked with.
Determine cause of death and Ka loss
Determine what the Nephilim did during the incarnation, and where it lived.
Most of the published Past Lives have a set of questions which can be
used as a starting point for personalizing the incarnation.
The first incarnation is often extremely important for Nephilim, as
that first Simulacrum can provide a basis for all of their lives to
come. A careful and complete understanding of that first Simulacrum,
and the attitudes that the Nephilim obtained from that incarnation
can prove to be more important than selecting the stasis object, and
who helped create it. Similar effects may be the result of incarnations
that are crucial turning points in the Nephilim's existence (e.g. for
some, Akhenaton's reign in Egypt changed their focus and direction). The
events in a minor incarnation can also have a lasting effect, though, and
a player may find the personality of a Nephilim changing quite
dramatically during generation, if the time is taken to consider each
life carefully.
The Stasis Event table can be used to provide some indication of how the
incarnation ended. The nature of the Simulacrum's death, together with
details of the life it shared with the Nephilim, can be used to guide the
Gamemaster in determining how many Ka points were lost at death, or as
the result of the battles or dangers the Nephilim had to face. It is
recommended that a roll be made to determine Ka loss. The Gamemaster
should choose the dice to roll, from a minimum of 1D6, to 1D8, 1D10, or
2D6 Ka.
Some Sample Ka losses
To be added.
Optionally attempt to reincarnate in same period
The Nephilim may wish to avoid returning to stasis
at the end of the life. Such an attempt costs 1 Ka,
regardless of its success. A roll of Ka x 5 is required
to avoid returning to stasis, in which case a new
Simulacrum is selected (usually randomly). It may be
that the following life is short, if the previous life was
ended when a society tracked down the Nephilim, at
the Gamemaster's discretion. Note that the new
Simulacrum incarnation costs an extra 2 Ka, as noted
above, for a total of 3 Ka if the reincarnation attempt
is successful.
Additional References and Notes
Back to Liam Routt : Nephilim
Version August 15, 1995 /
Liam Routt /
repulse@zikzak.net